extends Control class_name Headbar @onready var hit_text_scene = preload("res://scene/ui/item/hit_text.tscn") @onready var hp_bar = (%HpBar as TextureProgressBar) @onready var shield_bar = (%ShieldBar as TextureProgressBar) @onready var stun_bar = (%StunBar as TextureProgressBar) @onready var mp_bar = (%MpBar as TextureProgressBar) @onready var mp_sub_bar = (%MpSubBar as TextureProgressBar) var hit_text_damage_cache : HitText func on_hp_changed(value):hp_bar.value = value func on_hp_max_changed(value):hp_bar.max_value = value func on_shield_changed(value):shield_bar.value = value func on_shield_max_changed(value):shield_bar.max_value = value func on_stun_changed(value):stun_bar.value = value func on_stun_max_changed(value):stun_bar.max_value = value func on_mp_changed(value):mp_bar.value = value func on_mp_max_changed(value):mp_bar.max_value = value func on_mp_sub_changed(value):mp_sub_bar.value = value func on_mp_sub_max_changed(value):mp_sub_bar.max_value = value func on_hit_text(value:String): var hit_text = get_hit_text_object() hit_text.show_hit_text(value) func on_hit_damage(value:float): var hit_text = hit_text_damage_cache if not hit_text or hit_text.is_close: hit_text_damage_cache = get_hit_text_object() hit_text = hit_text_damage_cache hit_text.show_hit_damage(value) func get_hit_text_object()->HitText: var hit_text = hit_text_scene.instantiate() as HitText add_child(hit_text) return hit_text